using System;
using Server;
using Server.Items;

namespace Server.Engines.BulkOrders
{
	public delegate Item ConstructCallback( int type );

	public sealed class RewardType
	{
		private int m_Points;
		private Type[] m_Types;

		public int Points{ get{ return m_Points; } }
		public Type[] Types{ get{ return m_Types; } }

		public RewardType( int points, params Type[] types )
		{
			m_Points = points;
			m_Types = types;
		}

		public bool Contains( Type type )
		{
			for ( int i = 0; i < m_Types.Length; ++i )
			{
				if ( m_Types[i] == type )
					return true;
			}

			return false;
		}
	}

	public sealed class RewardItem
	{
		private int m_Weight;
		private ConstructCallback m_Constructor;
		private int m_Type;

		public int Weight{ get{ return m_Weight; } }
		public ConstructCallback Constructor{ get{ return m_Constructor; } }
		public int Type{ get{ return m_Type; } }

		public RewardItem( int weight, ConstructCallback constructor ) : this( weight, constructor, 0 )
		{
		}

		public RewardItem( int weight, ConstructCallback constructor, int type )
		{
			m_Weight = weight;
			m_Constructor = constructor;
			m_Type = type;
		}

		public Item Construct()
		{
			try{ return m_Constructor( m_Type ); }
			catch{ return null; }
		}
	}

	public sealed class RewardGroup
	{
		private int m_Points;
		private RewardItem[] m_Items;

		public int Points{ get{ return m_Points; } }
		public RewardItem[] Items{ get{ return m_Items; } }

		public RewardGroup( int points, params RewardItem[] items )
		{
			m_Points = points;
			m_Items = items;
		}

		public RewardItem AcquireItem()
		{
			if ( m_Items.Length == 0 )
				return null;
			else if ( m_Items.Length == 1 )
				return m_Items[0];

			int totalWeight = 0;

			for ( int i = 0; i < m_Items.Length; ++i )
				totalWeight += m_Items[i].Weight;

			int randomWeight = Utility.Random( totalWeight );

			for ( int i = 0; i < m_Items.Length; ++i )
			{
				RewardItem item = m_Items[i];

				if ( randomWeight < item.Weight )
					return item;

				randomWeight -= item.Weight;
			}

			return null;
		}
	}

	public abstract class RewardCalculator
	{
		private RewardGroup[] m_Groups;

		public RewardGroup[] Groups{ get{ return m_Groups; } set{ m_Groups = value; } }

		public abstract int ComputePoints( int quantity, bool exceptional, BulkMaterialType material, int itemCount, Type type );
		public abstract int ComputeGold( int quantity, bool exceptional, BulkMaterialType material, int itemCount, Type type );

		public virtual int ComputeFame( SmallBOD bod )
		{
			int points = ComputePoints( bod ) / 50;

			return points * points;
		}

		public virtual int ComputeFame( LargeBOD bod )
		{
			int points = ComputePoints( bod ) / 50;

			return points * points;
		}

		public virtual int ComputePoints( SmallBOD bod )
		{
			return ComputePoints( bod.AmountMax, bod.RequireExceptional, bod.Material, 1, bod.Type );
		}

		public virtual int ComputePoints( LargeBOD bod )
		{
			return ComputePoints( bod.AmountMax, bod.RequireExceptional, bod.Material, bod.Entries.Length, bod.Entries[0].Details.Type );
		}

		public virtual int ComputeGold( SmallBOD bod )
		{
			return ComputeGold( bod.AmountMax, bod.RequireExceptional, bod.Material, 1, bod.Type );
		}

		public virtual int ComputeGold( LargeBOD bod )
		{
			return ComputeGold( bod.AmountMax, bod.RequireExceptional, bod.Material, bod.Entries.Length, bod.Entries[0].Details.Type );
		}

		public virtual RewardGroup LookupRewards( int points )
		{
			for ( int i = m_Groups.Length - 1; i >= 1; --i )
			{
				RewardGroup group = m_Groups[i];

				if ( points >= group.Points )
					return group;
			}

			return m_Groups[0];
		}

		public virtual int LookupTypePoints( RewardType[] types, Type type )
		{
			for ( int i = 0; i < types.Length; ++i )
			{
				if ( types[i].Contains( type ) )
					return types[i].Points;
			}

			return 0;
		}

		public RewardCalculator()
		{
		}
	}

	public sealed class SmithRewardCalculator : RewardCalculator
	{
		#region Constructors
		private static readonly ConstructCallback SturdyShovel = new ConstructCallback( CreateSturdyShovel );
		private static readonly ConstructCallback SturdyPickaxe = new ConstructCallback( CreateSturdyPickaxe );
		private static readonly ConstructCallback MiningGloves = new ConstructCallback( CreateMiningGloves );
		private static readonly ConstructCallback GargoylesPickaxe = new ConstructCallback( CreateGargoylesPickaxe );
		private static readonly ConstructCallback ProspectorsTool = new ConstructCallback( CreateProspectorsTool );
		private static readonly ConstructCallback PowderOfTemperament = new ConstructCallback( CreatePowderOfTemperament );
		private static readonly ConstructCallback RunicHammer = new ConstructCallback( CreateRunicHammer );
		private static readonly ConstructCallback PowerScroll = new ConstructCallback( CreatePowerScroll );
		private static readonly ConstructCallback ColoredAnvil = new ConstructCallback( CreateColoredAnvil );
		private static readonly ConstructCallback AncientHammer = new ConstructCallback( CreateAncientHammer );

		private static Item CreateSturdyShovel( int type )
		{
			return new SturdyShovel();
		}

		private static Item CreateSturdyPickaxe( int type )
		{
			return new SturdyPickaxe();
		}

		private static Item CreateMiningGloves( int type )
		{
			if ( type == 1 )
				return new LeatherGlovesOfMining( 1 );
			else if ( type == 3 )
				return new StuddedGlovesOfMining( 3 );
			else if ( type == 5 )
				return new RingmailGlovesOfMining( 5 );

			throw new InvalidOperationException();
		}

		private static Item CreateGargoylesPickaxe( int type )
		{
			return new GargoylesPickaxe();
		}

		private static Item CreateProspectorsTool( int type )
		{
			return new ProspectorsTool();
		}

		private static Item CreatePowderOfTemperament( int type )
		{
			return new PowderOfTemperament();
		}

		private static Item CreateRunicHammer( int type )
		{
			if ( type >= 1 && type <= 8 )
				return new RunicHammer( CraftResource.Iron + type, Core.AOS ? ( 55 - (type*5) ) : 50 );

			throw new InvalidOperationException();
		}

		private static Item CreatePowerScroll( int type )
		{
			if ( type == 5 || type == 10 || type == 15 || type == 20 )
				return new PowerScroll( SkillName.Blacksmith, 100 + type );

			throw new InvalidOperationException();
		}

		private static Item CreateColoredAnvil( int type )
		{
			// Generate an anvil deed, not an actual anvil.
			//return new ColoredAnvilDeed();

			return new ColoredAnvil();
		}

		private static Item CreateAncientHammer( int type )
		{
			if ( type == 10 || type == 15 || type == 30 || type == 60 )
				return new AncientSmithyHammer( type );

			throw new InvalidOperationException();
		}
		#endregion

		public static readonly SmithRewardCalculator Instance = new SmithRewardCalculator();

		private RewardType[] m_Types = new RewardType[]
			{
				// Armors
				new RewardType( 200, typeof( RingmailGloves ), typeof( RingmailChest ), typeof( RingmailArms ), typeof( RingmailLegs ) ),
				new RewardType( 300, typeof( ChainCoif ), typeof( ChainLegs ), typeof( ChainChest ) ),
				new RewardType( 400, typeof( PlateArms ), typeof( PlateLegs ), typeof( PlateHelm ), typeof( PlateGorget ), typeof( PlateGloves ), typeof( PlateChest ) ),

				// Weapons
				new RewardType( 200, typeof( Bardiche ), typeof( Halberd ) ),
				new RewardType( 300, typeof( Dagger ), typeof( ShortSpear ), typeof( Spear ), typeof( WarFork ), typeof( Kryss ) ),	//OSI put the dagger in there.  Odd, ain't it.
				new RewardType( 350, typeof( Axe ), typeof( BattleAxe ), typeof( DoubleAxe ), typeof( ExecutionersAxe ), typeof( LargeBattleAxe ), typeof( TwoHandedAxe ) ),
				new RewardType( 350, typeof( Broadsword ), typeof( Cutlass ), typeof( Katana ), typeof( Longsword ), typeof( Scimitar ), /*typeof( ThinLongsword ),*/ typeof( VikingSword ) ),
				new RewardType( 350, typeof( WarAxe ), typeof( HammerPick ), typeof( Mace ), typeof( Maul ), typeof( WarHammer ), typeof( WarMace ) )
			};

		public override int ComputePoints( int quantity, bool exceptional, BulkMaterialType material, int itemCount, Type type )
		{
			int points = 0;

			if ( quantity == 10 )
				points += 10;
			else if ( quantity == 15 )
				points += 25;
			else if ( quantity == 20 )
				points += 50;

			if ( exceptional )
				points += 200;

			if ( itemCount > 1 )
				points += LookupTypePoints( m_Types, type );

			if ( material >= BulkMaterialType.DullCopper && material <= BulkMaterialType.Valorite )
				points += 200 + (50 * (material - BulkMaterialType.DullCopper));

			return points;
		}

		private static int[][][] m_GoldTable = new int[][][]
			{
				new int[][] // 1-part (regular)
				{
					new int[]{ 150, 250, 250, 400,  400,  750,  750, 1200, 1200 },
					new int[]{ 225, 375, 375, 600,  600, 1125, 1125, 1800, 1800 },
					new int[]{ 300, 500, 750, 800, 1050, 1500, 2250, 2400, 4000 }
				},
				new int[][] // 1-part (exceptional)
				{
					new int[]{ 250, 400,  400,  750,  750, 1500, 1500, 3000,  3000 },
					new int[]{ 375, 600,  600, 1125, 1125, 2250, 2250, 4500,  4500 },
					new int[]{ 500, 800, 1200, 1500, 2500, 3000, 6000, 6000, 12000 }
				},
				new int[][] // Ringmail (regular)
				{
					new int[]{ 3000,  5000,  5000,  7500,  7500, 10000, 10000, 15000, 15000 },
					new int[]{ 4500,  7500,  7500, 11250, 11500, 15000, 15000, 22500, 22500 },
					new int[]{ 6000, 10000, 15000, 15000, 20000, 20000, 30000, 30000, 50000 }
				},
				new int[][] // Ringmail (exceptional)
				{
					new int[]{  5000, 10000, 10000, 15000, 15000, 25000,  25000,  50000,  50000 },
					new int[]{  7500, 15000, 15000, 22500, 22500, 37500,  37500,  75000,  75000 },
					new int[]{ 10000, 20000, 30000, 30000, 50000, 50000, 100000, 100000, 200000 }
				},
				new int[][] // Chainmail (regular)
				{
					new int[]{ 4000,  7500,  7500, 10000, 10000, 15000, 15000, 25000,  25000 },
					new int[]{ 6000, 11250, 11250, 15000, 15000, 22500, 22500, 37500,  37500 },
					new int[]{ 8000, 15000, 20000, 20000, 30000, 30000, 50000, 50000, 100000 }
				},
				new int[][] // Chainmail (exceptional)
				{
					new int[]{  7500, 15000, 15000, 25000,  25000,  50000,  50000, 100000, 100000 },
					new int[]{ 11250, 22500, 22500, 37500,  37500,  75000,  75000, 150000, 150000 },
					new int[]{ 15000, 30000, 50000, 50000, 100000, 100000, 200000, 200000, 200000 }
				},
				new int[][] // Platemail (regular)
				{
					new int[]{  5000, 10000, 10000, 15000, 15000, 25000,  25000,  50000,  50000 },
					new int[]{  7500, 15000, 15000, 22500, 22500, 37500,  37500,  75000,  75000 },
					new int[]{ 10000, 20000, 30000, 30000, 50000, 50000, 100000, 100000, 200000 }
				},
				new int[][] // Platemail (exceptional)
				{
					new int[]{ 10000, 25000,  25000,  50000,  50000, 100000, 100000, 100000, 100000 },
					new int[]{ 15000, 37500,  37500,  75000,  75000, 150000, 150000, 150000, 150000 },
					new int[]{ 20000, 50000, 100000, 100000, 200000, 200000, 200000, 200000, 200000 }
				},
				new int[][] // 2-part weapons (regular)
				{
					new int[]{ 3000, 0, 0, 0, 0, 0, 0, 0, 0 },
					new int[]{ 4500, 0, 0, 0, 0, 0, 0, 0, 0 },
					new int[]{ 6000, 0, 0, 0, 0, 0, 0, 0, 0 }
				},
				new int[][] // 2-part weapons (exceptional)
				{
					new int[]{ 5000, 0, 0, 0, 0, 0, 0, 0, 0 },
					new int[]{ 7500, 0, 0, 0, 0, 0, 0, 0, 0 },
					new int[]{ 10000, 0, 0, 0, 0, 0, 0, 0, 0 }
				},
				new int[][] // 5-part weapons (regular)
				{
					new int[]{ 4000, 0, 0, 0, 0, 0, 0, 0, 0 },
					new int[]{ 6000, 0, 0, 0, 0, 0, 0, 0, 0 },
					new int[]{ 8000, 0, 0, 0, 0, 0, 0, 0, 0 }
				},
				new int[][] // 5-part weapons (exceptional)
				{
					new int[]{ 7500, 0, 0, 0, 0, 0, 0, 0, 0 },
					new int[]{ 11250, 0, 0, 0, 0, 0, 0, 0, 0 },
					new int[]{ 15000, 0, 0, 0, 0, 0, 0, 0, 0 }
				},
				new int[][] // 6-part weapons (regular)
				{
					new int[]{ 4000, 0, 0, 0, 0, 0, 0, 0, 0 },
					new int[]{ 6000, 0, 0, 0, 0, 0, 0, 0, 0 },
					new int[]{ 10000, 0, 0, 0, 0, 0, 0, 0, 0 }
				},
				new int[][] // 6-part weapons (exceptional)
				{
					new int[]{ 7500, 0, 0, 0, 0, 0, 0, 0, 0 },
					new int[]{ 11250, 0, 0, 0, 0, 0, 0, 0, 0 },
					new int[]{ 15000, 0, 0, 0, 0, 0, 0, 0, 0 }
				}
			};

		private int ComputeType( Type type, int itemCount )
		{
			// Item count of 1 means it's a small BOD.
			if ( itemCount == 1 )
				return 0;

			int typeIdx;

			// Loop through the RewardTypes defined earlier and find the correct one.
			for ( typeIdx = 0; typeIdx < 7; ++typeIdx )
			{
				if ( m_Types[typeIdx].Contains( type ) )
					break;
			}

			// Types 5, 6 and 7 are Large Weapon BODs with the same rewards.
			if ( typeIdx > 5 )
				typeIdx = 5;

			return ( typeIdx + 1 ) * 2;
		}

		public override int ComputeGold( int quantity, bool exceptional, BulkMaterialType material, int itemCount, Type type )
		{
			int[][][] goldTable = m_GoldTable;

			int typeIndex = ComputeType( type, itemCount );
			int quanIndex = ( quantity == 20 ? 2 : quantity == 15 ? 1 : 0 );
			int mtrlIndex = ( material >= BulkMaterialType.DullCopper && material <= BulkMaterialType.Valorite ) ? 1 + (int)(material - BulkMaterialType.DullCopper) : 0;

			if ( exceptional )
				typeIndex++;

			int gold = goldTable[typeIndex][quanIndex][mtrlIndex];

			int min = (gold * 9) / 10;
			int max = (gold * 10) / 9;

			return Utility.RandomMinMax( min, max );
		}

		public SmithRewardCalculator()
		{
			Groups = new RewardGroup[]
				{
					new RewardGroup(    0, new RewardItem( 1, SturdyShovel ) ),
					new RewardGroup(   25, new RewardItem( 1, SturdyPickaxe ) ),
					new RewardGroup(   50, new RewardItem( 45, SturdyShovel ), new RewardItem( 45, SturdyPickaxe ), new RewardItem( 10, MiningGloves, 1 ) ),
					new RewardGroup(  200, new RewardItem( 45, GargoylesPickaxe ), new RewardItem( 45, ProspectorsTool ), new RewardItem( 10, MiningGloves, 3 ) ),
					new RewardGroup(  400, new RewardItem( 2, GargoylesPickaxe ), new RewardItem( 2, ProspectorsTool ), new RewardItem( 1, PowderOfTemperament ) ),
					new RewardGroup(  450, new RewardItem( 9, PowderOfTemperament ), new RewardItem( 1, MiningGloves, 5 ) ),
					new RewardGroup(  500, new RewardItem( 1, RunicHammer, 1 ) ),
					new RewardGroup(  550, new RewardItem( 3, RunicHammer, 1 ), new RewardItem( 2, RunicHammer, 2 ) ),
					new RewardGroup(  600, new RewardItem( 1, RunicHammer, 2 ) ),
					new RewardGroup(  625, new RewardItem( 3, RunicHammer, 2 ), new RewardItem( 6, PowerScroll, 5 ), new RewardItem( 1, ColoredAnvil ) ),
					new RewardGroup(  650, new RewardItem( 1, RunicHammer, 3 ) ),
					new RewardGroup(  675, new RewardItem( 1, ColoredAnvil ), new RewardItem( 6, PowerScroll, 10 ), new RewardItem( 3, RunicHammer, 3 ) ),
					new RewardGroup(  700, new RewardItem( 1, RunicHammer, 4 ) ),
					new RewardGroup(  750, new RewardItem( 1, AncientHammer, 10 ) ),
					new RewardGroup(  800, new RewardItem( 1, PowerScroll, 15 ) ),
					new RewardGroup(  850, new RewardItem( 1, AncientHammer, 15 ) ),
					new RewardGroup(  900, new RewardItem( 1, PowerScroll, 20 ) ),
					new RewardGroup(  950, new RewardItem( 1, RunicHammer, 5 ) ),
					new RewardGroup( 1000, new RewardItem( 1, AncientHammer, 30 ) ),
					new RewardGroup( 1050, new RewardItem( 1, RunicHammer, 6 ) ),
					new RewardGroup( 1100, new RewardItem( 1, AncientHammer, 60 ) ),
					new RewardGroup( 1150, new RewardItem( 1, RunicHammer, 7 ) ),
					new RewardGroup( 1200, new RewardItem( 1, RunicHammer, 8 ) )
				};
		}
	}

	public sealed class TailorRewardCalculator : RewardCalculator
	{
		#region Constructors
		private static readonly ConstructCallback Cloth = new ConstructCallback( CreateCloth );
		private static readonly ConstructCallback Sandals = new ConstructCallback( CreateSandals );
		private static readonly ConstructCallback StretchedHide = new ConstructCallback( CreateStretchedHide );
		private static readonly ConstructCallback RunicKit = new ConstructCallback( CreateRunicKit );
		private static readonly ConstructCallback Tapestry = new ConstructCallback( CreateTapestry );
		private static readonly ConstructCallback PowerScroll = new ConstructCallback( CreatePowerScroll );
		private static readonly ConstructCallback BearRug = new ConstructCallback( CreateBearRug );
		private static readonly ConstructCallback ClothingBlessDeed = new ConstructCallback( CreateCBD );

		private static int[][] m_ClothHues = new int[][]
			{
				new int[]{ 0x483, 0x48C, 0x488, 0x48A },
				new int[]{ 0x495, 0x48B, 0x486, 0x485 },
				new int[]{ 0x48D, 0x490, 0x48E, 0x491 },
				new int[]{ 0x48F, 0x494, 0x484, 0x497 },
				new int[]{ 0x489, 0x47F, 0x482, 0x47E }
			};

		private static Item CreateCloth( int type )
		{
			if ( type >= 0 && type < m_ClothHues.Length )
			{
				UncutCloth cloth = new UncutCloth( 100 );
				cloth.Hue = m_ClothHues[type][Utility.Random( m_ClothHues[type].Length )];
				return cloth;
			}

			throw new InvalidOperationException();
		}

		private static int[] m_SandalHues = new int[]
			{
				0x489, 0x47F, 0x482,
				0x47E, 0x48F, 0x494,
				0x484, 0x497
			};

		private static Item CreateSandals( int type )
		{
			return new Sandals( m_SandalHues[Utility.Random( m_SandalHues.Length )] );
		}

		private static Item CreateStretchedHide( int type )
		{
			switch ( Utility.Random( 4 ) )
			{
				default:
				case 0:	return new SmallStretchedHideEastDeed();
				case 1: return new SmallStretchedHideSouthDeed();
				case 2: return new MediumStretchedHideEastDeed();
				case 3: return new MediumStretchedHideSouthDeed();
			}
		}

		private static Item CreateTapestry( int type )
		{
			switch ( Utility.Random( 4 ) )
			{
				default:
				case 0:	return new LightFlowerTapestryEastDeed();
				case 1: return new LightFlowerTapestrySouthDeed();
				case 2: return new DarkFlowerTapestryEastDeed();
				case 3: return new DarkFlowerTapestrySouthDeed();
			}
		}

		private static Item CreateBearRug( int type )
		{
			switch ( Utility.Random( 4 ) )
			{
				default:
				case 0:	return new BrownBearRugEastDeed();
				case 1: return new BrownBearRugSouthDeed();
				case 2: return new PolarBearRugEastDeed();
				case 3: return new PolarBearRugSouthDeed();
			}
		}

		private static Item CreateRunicKit( int type )
		{
			if ( type >= 1 && type <= 3 )
				return new RunicSewingKit( CraftResource.RegularLeather + type, 60 - (type*15) );

			throw new InvalidOperationException();
		}

		private static Item CreatePowerScroll( int type )
		{
			if ( type == 5 || type == 10 || type == 15 || type == 20 )
				return new PowerScroll( SkillName.Tailoring, 100 + type );

			throw new InvalidOperationException();
		}

		private static Item CreateCBD( int type )
		{
			return new ClothingBlessDeed();
		}
		#endregion

		public static readonly TailorRewardCalculator Instance = new TailorRewardCalculator();

		public override int ComputePoints( int quantity, bool exceptional, BulkMaterialType material, int itemCount, Type type )
		{
			int points = 0;

			if ( quantity == 10 )
				points += 10;
			else if ( quantity == 15 )
				points += 25;
			else if ( quantity == 20 )
				points += 50;

			if ( exceptional )
				points += 100;

			if ( itemCount == 4 )
				points += 300;
			else if ( itemCount == 5 )
				points += 400;
			else if ( itemCount == 6 )
				points += 500;

			if ( material == BulkMaterialType.Spined )
				points += 50;
			else if ( material == BulkMaterialType.Horned )
				points += 100;
			else if ( material == BulkMaterialType.Barbed )
				points += 150;

			return points;
		}

		private static int[][][] m_AosGoldTable = new int[][][]
			{
				new int[][] // 1-part (regular)
				{
					new int[]{ 150, 150, 300, 300 },
					new int[]{ 225, 225, 450, 450 },
					new int[]{ 300, 400, 600, 750 }
				},
				new int[][] // 1-part (exceptional)
				{
					new int[]{ 300, 300,  600,  600 },
					new int[]{ 450, 450,  900,  900 },
					new int[]{ 600, 750, 1200, 1800 }
				},
				new int[][] // 4-part (regular)
				{
					new int[]{  4000,  4000,  5000,  5000 },
					new int[]{  6000,  6000,  7500,  7500 },
					new int[]{  8000, 10000, 10000, 15000 }
				},
				new int[][] // 4-part (exceptional)
				{
					new int[]{  5000,  5000,  7500,  7500 },
					new int[]{  7500,  7500, 11250, 11250 },
					new int[]{ 10000, 15000, 15000, 20000 }
				},
				new int[][] // 5-part (regular)
				{
					new int[]{  5000,  5000,  7500,  7500 },
					new int[]{  7500,  7500, 11250, 11250 },
					new int[]{ 10000, 15000, 15000, 20000 }
				},
				new int[][] // 5-part (exceptional)
				{
					new int[]{  7500,  7500, 10000, 10000 },
					new int[]{ 11250, 11250, 15000, 15000 },
					new int[]{ 15000, 20000, 20000, 30000 }
				},
				new int[][] // 6-part (regular)
				{
					new int[]{  7500,  7500, 10000, 10000 },
					new int[]{ 11250, 11250, 15000, 15000 },
					new int[]{ 15000, 20000, 20000, 30000 }
				},
				new int[][] // 6-part (exceptional)
				{
					new int[]{ 10000, 10000, 15000, 15000 },
					new int[]{ 15000, 15000, 22500, 22500 },
					new int[]{ 20000, 30000, 30000, 50000 }
				}
			};

		private static int[][][] m_OldGoldTable = new int[][][]
			{
				new int[][] // 1-part (regular)
				{
					new int[]{ 150, 150, 300, 300 },
					new int[]{ 225, 225, 450, 450 },
					new int[]{ 300, 400, 600, 750 }
				},
				new int[][] // 1-part (exceptional)
				{
					new int[]{ 300, 300,  600,  600 },
					new int[]{ 450, 450,  900,  900 },
					new int[]{ 600, 750, 1200, 1800 }
				},
				new int[][] // 4-part (regular)
				{
					new int[]{  3000,  3000,  4000,  4000 },
					new int[]{  4500,  4500,  6000,  6000 },
					new int[]{  6000,  8000,  8000, 10000 }
				},
				new int[][] // 4-part (exceptional)
				{
					new int[]{  4000,  4000,  5000,  5000 },
					new int[]{  6000,  6000,  7500,  7500 },
					new int[]{  8000, 10000, 10000, 15000 }
				},
				new int[][] // 5-part (regular)
				{
					new int[]{  4000,  4000,  5000,  5000 },
					new int[]{  6000,  6000,  7500,  7500 },
					new int[]{  8000, 10000, 10000, 15000 }
				},
				new int[][] // 5-part (exceptional)
				{
					new int[]{  5000,  5000,  7500,  7500 },
					new int[]{  7500,  7500, 11250, 11250 },
					new int[]{ 10000, 15000, 15000, 20000 }
				},
				new int[][] // 6-part (regular)
				{
					new int[]{  5000,  5000,  7500,  7500 },
					new int[]{  7500,  7500, 11250, 11250 },
					new int[]{ 10000, 15000, 15000, 20000 }
				},
				new int[][] // 6-part (exceptional)
				{
					new int[]{  7500,  7500, 10000, 10000 },
					new int[]{ 11250, 11250, 15000, 15000 },
					new int[]{ 15000, 20000, 20000, 30000 }
				}
			};

		public override int ComputeGold( int quantity, bool exceptional, BulkMaterialType material, int itemCount, Type type )
		{
			int[][][] goldTable = ( Core.AOS ? m_AosGoldTable : m_OldGoldTable );

			int typeIndex = (( itemCount == 6 ? 3 : itemCount == 5 ? 2 : itemCount == 4 ? 1 : 0 ) * 2) + (exceptional ? 1 : 0);
			int quanIndex = ( quantity == 20 ? 2 : quantity == 15 ? 1 : 0 );
			int mtrlIndex = ( material == BulkMaterialType.Barbed ? 3 : material == BulkMaterialType.Horned ? 2 : material == BulkMaterialType.Spined ? 1 : 0 );

			int gold = goldTable[typeIndex][quanIndex][mtrlIndex];

			int min = (gold * 9) / 10;
			int max = (gold * 10) / 9;

			return Utility.RandomMinMax( min, max );
		}

		public TailorRewardCalculator()
		{
			Groups = new RewardGroup[]
				{
					new RewardGroup(   0, new RewardItem( 1, Cloth, 0 ) ),
					new RewardGroup(  50, new RewardItem( 1, Cloth, 1 ) ),
					new RewardGroup( 100, new RewardItem( 1, Cloth, 2 ) ),
					new RewardGroup( 150, new RewardItem( 9, Cloth, 3 ), new RewardItem( 1, Sandals ) ),
					new RewardGroup( 200, new RewardItem( 4, Cloth, 4 ), new RewardItem( 1, Sandals ) ),
					new RewardGroup( 300, new RewardItem( 1, StretchedHide ) ),
					new RewardGroup( 350, new RewardItem( 1, RunicKit, 1 ) ),
					new RewardGroup( 400, new RewardItem( 2, PowerScroll, 5 ), new RewardItem( 3, Tapestry ) ),
					new RewardGroup( 450, new RewardItem( 1, BearRug ) ),
					new RewardGroup( 500, new RewardItem( 1, PowerScroll, 10 ) ),
					new RewardGroup( 550, new RewardItem( 1, ClothingBlessDeed ) ),
					new RewardGroup( 575, new RewardItem( 1, PowerScroll, 15 ) ),
					new RewardGroup( 600, new RewardItem( 1, RunicKit, 2 ) ),
					new RewardGroup( 650, new RewardItem( 1, PowerScroll, 20 ) ),
					new RewardGroup( 700, new RewardItem( 1, RunicKit, 3 ) )
				};
		}
	}
}